How to auto-rig and animate a 3D character with AI
To auto-rig and animate a 3D character with AI, give the rigger a model, let it place a skeleton with the bone names your engine expects, then put a motion on that skeleton from a preset library or a text prompt and export the result. In Ludo.ai's 3D Asset Generator that is the Rig & Animate mode: pick a model you generated or upload your own (GLB, FBX, OBJ and eight other formats), choose a rig type (General for any shape, Humanoid, or Humanoid with fingers) and a naming convention (SMPL, Mixamo, HumanIK, Unreal, Godot, Rigify or VRoid), and the rig is done in about a minute. Then retarget one of 640+ preset motions onto the rig, whatever its type, or describe the motion in a prompt, add the takes you keep to the file, and download one GLB with the mesh, textures, skeleton and every embedded clip inside.
Last updated November 2026
What you need
- A 3D model: one generated in Ludo (Prop or Hero), or your own file uploaded as GLB, GLTF, OBJ, PLY, STL, OFF, FBX, 3DS, DAE, CTM or X3D
- For the preset library, a rigged model of any rig type; the preset motions are made for two-armed, two-legged characters
1Pick the model to rig
Open the 3D Asset Generator and pick Rig & Animate in the Generation Mode menu, or click Rig on any generated model card. The picker lists the 3D assets in your favorites that have a mesh; Upload 3D Model takes your own file in GLB, GLTF, OBJ, PLY, STL, OFF, FBX, 3DS, DAE, CTM or X3D. No T-pose is required, and the model does not have to be humanoid.
2Choose the rig type
General is the default: it rigs any type of asset and lets the model choose a skeleton that suits the shape. Humanoid pins a complete humanoid skeleton with named joints and no finger bones; Humanoid with fingers adds the finger joints. Any of the three can take a preset from the library; the two Humanoid types are for complete two-armed, two-legged characters. Over the API and MCP server the same choices are
general,humanoid,game,humanoid_template(22 joints) andhumanoid_template_hands(52 joints, five fingers per hand).3Name the bones for your engine
Set the bone naming convention before you rig: SMPL (default), Mixamo (Unity auto-mapper), HumanIK (Maya / FBX), Unreal (UE mannequin), Godot (humanoid profile), Rigify (Blender) or VRoid / VRM. It is purely a relabel. The skeleton is identical whichever you pick; what changes is whether your engine's humanoid mapper recognises the bones on its own or you map them by hand. Choose for the pipeline you are shipping in, because changing it later means rigging again.
4Run the rig
Start the rig and give it about a minute. The geometry is untouched, but the rig replaces any skeleton the file already had: a model that arrived rigged comes back with the new skeleton and the new names. When it finishes, turn on the skeleton overlay in the viewer and drag a few joints. If an elbow bends where an elbow should, the rig found what you expected; if it does not, fix that now, before you animate.
5Animate from a preset
Open Rig & Animate on the rigged model and stay on the From Preset tab. Browse the 640+ motions, pick one, and Ludo retargets it onto your character's skeleton, whatever its rig type. Retargeting does not succeed on every model; when it cannot, the run returns an error instead of a clip. Each retarget returns one clip. The motion itself is fixed; only its fit to your character changes, so a preset is the predictable route when you know the move you want. Crop loop and In place default to Auto (recommended): cyclic motions such as a walk or an idle are trimmed to the part that loops, one-shots such as a jump keep their full arc, and travel is removed from looping clips so the character moves on the spot, which is the treadmill clip an engine expects when it drives locomotion itself. Either can be forced to Yes or No.
6Or animate from a prompt
Switch to the From Prompt tab and describe one short motion, under a second long, such as "waving hello" or "idling". Ludo generates 4 candidate takes per run. Choose Full motion (rotation + translation) to keep the character's travel in the clip, or Rotation only when the engine will move the character itself and you only want the limbs to animate. Return to initial pose plays the motion forward and then back to the rest pose, which is handy for a one-shot that has to end where it began. The tab is marked experimental in the app, and that is fair: quality varies from model to model, so plan on a few runs before a take is right.
7Preview and add the takes you keep
Every result lands in the Generations list and plays on your character in the viewer. Adding a clip with the + button is what makes it part of the asset: only clips in Embedded Animations are baked into the download. The minus button takes an embedded clip back out without regenerating anything, while delete removes a clip permanently.
8Download one GLB with the rig and clips inside
Download the model as GLB. One file carries the mesh, its PBR textures, the skeleton and every embedded clip as a named animation track. OBJ, STL, PLY and OFF are also offered, but they are static geometry only: no textures, no skeleton, no animation. The engine import guide covers what Godot, Unity, Blender and Unreal each do with the GLB.
Specs
| Rig types (app) | General (any asset), Humanoid (complete humanoid skeleton, no fingers), Humanoid with fingers |
|---|---|
| Rig types (API and MCP) | general (default), humanoid, game, humanoid_template (22 joints), humanoid_template_hands (52 joints, five fingers per hand) |
| Bone naming conventions | 7: SMPL (default), Mixamo (Unity auto-mapper), HumanIK (Maya / FBX), Unreal (UE mannequin), Godot (humanoid profile), Rigify (Blender), VRoid / VRM |
| Rig time | About a minute |
| Animation from a prompt | 4 candidate takes per run, Full motion or Rotation only |
| Animation from a preset | 640+ preset motions retargeted onto the model's rig (any rig type), one clip per run |
| Loop and in-place | Auto (recommended), Yes or No; Auto follows the preset's own loop flag |
| Upload formats for rigging | GLB, GLTF, OBJ, PLY, STL, OFF, FBX, 3DS, DAE, CTM, X3D |
| Re-rigging | Non-destructive to geometry, but replaces any prior skeleton, so animations made against the old rig no longer apply |
| Export | GLB with textures, skeleton and every embedded clip merged into one file; OBJ, STL, PLY and OFF are static geometry only |
Tips
- Choose the bone naming before you rig, not after. It is one setting at rig time, and it is the difference between your engine mapping the character on its own and you mapping it bone by bone.
- Any rig type can take a preset, but the preset motions are made for humanoid characters and retargeting does not succeed on every model. For a creature, a vehicle or anything that is not two arms and two legs, animate from a prompt.
- Rigging again makes a new copy with a fresh skeleton and no clips; the clips stay on the original. Get the rig type and naming right first; animate second.
- Only embedded clips are written into the GLB. A download missing a motion almost always means a clip left sitting in the Generations list without the + added.
- Prompted animation is experimental and likes short motions described plainly. If three runs in a row miss, find the nearest preset and retarget that instead.
FAQ
Can I rig a model that is not humanoid?
Yes. The General rig type is the default and rigs any type of asset, with no T-pose requirement. A General rig can take presets too, but the preset motions are made for humanoid characters, so for a creature, a vehicle or a prop, animate from a text prompt instead.
Can I rig a model I made somewhere else?
Yes. Upload it as GLB, GLTF, OBJ, PLY, STL, OFF, FBX, 3DS, DAE, CTM or X3D and rig it like a model generated in Ludo. Rigging leaves the geometry alone but replaces any skeleton the file already carried, so a file that arrives rigged comes back with the new skeleton and the new bone names.
How long does auto-rigging take?
About a minute. Each animation after that comes from a preset or a prompt, and a prompt run returns four takes at once.
Can I rig and animate from inside Unity?
Yes, in preview. The Ludo Unity plugin has Rig Model and Animate 3D subtabs, both marked BETA: rigging defaults to Mixamo bone names so Unity's Humanoid auto-mapper can read them, and animation is prompt-based, returning candidate clips as animation-only GLBs you use together with the rigged mesh. The preset library is in the web app and the API.
Which bone naming should I pick for my engine?
Mixamo for Unity, since it is the naming Unity's humanoid auto-mapper reads. Godot for Godot's SkeletonProfileHumanoid. Unreal for the UE mannequin. Rigify for Blender, HumanIK for Maya, MotionBuilder and FBX pipelines, and VRoid / VRM for VRM avatars. SMPL is the default if none of those apply. The skeleton itself is identical in every case, only the joint names change.
Does the download include the skeleton and the animations?
In GLB, yes: the mesh, the PBR textures, the skeleton and every clip you embedded are merged into one file, each clip as a named animation track. OBJ, STL, PLY and OFF export the static mesh only, with no textures, skeleton or animation.
Can I export the rigged character as FBX?
Not today. The rigged and animated export is GLB, and the other formats are static geometry. If your pipeline needs FBX, import the GLB into Blender, whose bundled glTF 2.0 add-on reads the skinning and the animations, and export FBX from there. The engine import guide walks through that route.
Can I pose the character by hand?
Yes. Once a model is rigged the viewer shows the skeleton, and dragging a joint poses the character. It is the quickest check that the rig found the joints you expected, and worth doing before you animate.
Related
More guides for 3D Asset Generator
- How to turn a 2D character image into a 3D model with AIStart from one character image, check the cutout, set triangles and textures, and get a textured GLB ready to rig.
- How to import an AI-generated rigged GLB into Godot, Unity, Blender and UnrealWhat the GLB carries, how Godot, Unity, Blender and Unreal each read it, and where a conversion step is still needed.